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Micro optimize generate_piece_moves()

It is a time critical path. The biggest in move generation.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-10-21 00:10:27 +02:00
parent ce93a202b5
commit c40249e9d2

View file

@ -56,7 +56,9 @@ namespace {
int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
template<PieceType>
int generate_piece_moves(const Position&, MoveStack*, Bitboard);
int generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
template<>
int generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
template<PieceType>
int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
@ -89,11 +91,11 @@ int generate_captures(const Position& pos, MoveStack* mlist) {
else
n = generate_pawn_captures<BLACK>(pos, mlist);
n += generate_piece_moves<KNIGHT>(pos, mlist+n, target);
n += generate_piece_moves<BISHOP>(pos, mlist+n, target);
n += generate_piece_moves<ROOK>(pos, mlist+n, target);
n += generate_piece_moves<QUEEN>(pos, mlist+n, target);
n += generate_piece_moves<KING>(pos, mlist+n, target);
n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
n += generate_piece_moves<KING>(pos, mlist+n, us, target);
return n;
}
@ -115,11 +117,11 @@ int generate_noncaptures(const Position& pos, MoveStack *mlist) {
else
n = generate_pawn_noncaptures<BLACK>(pos, mlist);
n += generate_piece_moves<KNIGHT>(pos, mlist+n, target);
n += generate_piece_moves<BISHOP>(pos, mlist+n, target);
n += generate_piece_moves<ROOK>(pos, mlist+n, target);
n += generate_piece_moves<QUEEN>(pos, mlist+n, target);
n += generate_piece_moves<KING>(pos, mlist+n, target);
n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
n += generate_piece_moves<KING>(pos, mlist+n, us, target);
n += generate_castle_moves(pos, mlist+n);
return n;
}
@ -536,24 +538,40 @@ Move generate_move_if_legal(const Position& pos, Move m, Bitboard pinned) {
namespace {
template<PieceType Piece>
int generate_piece_moves(const Position& pos, MoveStack* mlist, Bitboard target) {
int generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
Square from, to;
Bitboard b;
int n = 0;
Color us = pos.side_to_move();
for (int i = 0; i < pos.piece_count(us, Piece); i++)
{
Square from = pos.piece_list(us, Piece, i);
Bitboard b = pos.piece_attacks<Piece>(from) & target;
from = pos.piece_list(us, Piece, i);
b = pos.piece_attacks<Piece>(from) & target;
while (b)
{
Square to = pop_1st_bit(&b);
to = pop_1st_bit(&b);
mlist[n++].move = make_move(from, to);
}
}
return n;
}
template<>
int generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
Bitboard b;
Square to, from = pos.king_square(us);
int n = 0;
b = pos.piece_attacks<KING>(from) & target;
while (b)
{
to = pop_1st_bit(&b);
mlist[n++].move = make_move(from, to);
}
return n;
}
template<PieceType Piece>
int generate_piece_blocking_evasions(const Position& pos, Bitboard b,